Add a global script for campaign missions in d2k

This commit is contained in:
abcdefg30
2017-06-21 16:25:53 +02:00
committed by reaperrr
parent 7f0c7cee0d
commit a942ca8f57
63 changed files with 1168 additions and 3476 deletions

View File

@@ -1,4 +1,11 @@
IdlingUnits = { }
--[[
Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
AttackGroupSize =
{
@@ -17,143 +24,27 @@ AttackDelays =
HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "quad" }
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if IsAttacking then
return
end
IsAttacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
IsAttacking = false
HoldProduction = false
end)
end
ProtectHarvester = function(unit)
DefendActor(unit)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
IdlingUnits = Reinforcements.Reinforce(harkonnen, HarkonnenInitialReinforcements, HarkonnenInitialPath)
IdlingUnits[harkonnen] = Reinforcements.Reinforce(harkonnen, HarkonnenInitialReinforcements, HarkonnenInitialPath)
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if HBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if HLightFactory.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenVehicleTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
DefendAndRepairBase(harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
end
ActivateAI = function()
HarvesterKilled[harkonnen] = true
Trigger.AfterDelay(0, InitAIUnits)
HConyard.Produce(OrdosUpgrades[1])
HConyard.Produce(OrdosUpgrades[2])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(HarkonnenInfantryTypes) } end
local vehilcesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
-- Finish the upgrades first before trying to build something
Trigger.AfterDelay(DateTime.Seconds(14), function()
ProduceInfantry()
ProduceVehicles()
ProduceUnits(harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(harkonnen, HLightFactory, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
end)
end

View File

@@ -1,3 +1,12 @@
--[[
Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
HarkonnenBase = { HBarracks, HWindTrap1, HWindTrap2, HLightFactory, HOutpost, HConyard, HRefinery, HSilo1, HSilo2, HSilo3, HSilo4 }
HarkonnenBaseAreaTrigger = { CPos.New(2, 58), CPos.New(3, 58), CPos.New(4, 58), CPos.New(5, 58), CPos.New(6, 58), CPos.New(7, 58), CPos.New(8, 58), CPos.New(9, 58), CPos.New(10, 58), CPos.New(11, 58), CPos.New(12, 58), CPos.New(13, 58), CPos.New(14, 58), CPos.New(15, 58), CPos.New(16, 58), CPos.New(16, 59), CPos.New(16, 60) }
@@ -67,40 +76,10 @@ OrdosPath = { OrdosEntry.Location, OrdosRally.Location }
OrdosBaseBuildings = { "barracks", "light_factory" }
OrdosUpgrades = { "upgrade.barracks", "upgrade.light" }
wave = 0
SendHarkonnen = function()
Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function()
if player.IsObjectiveCompleted(KillHarkonnen) then
return
end
wave = wave + 1
if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then
return
end
local path = Utils.Random(HarkonnenPaths)
local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
Utils.Do(units, IdleHunt)
SendHarkonnen()
end)
end
MessageCheck = function(index)
return #player.GetActorsByType(OrdosBaseBuildings[index]) > 0 and not player.HasPrerequisites({ OrdosUpgrades[index] })
end
SendHunters = function(areaTrigger, unit, path, check)
Trigger.OnEnteredFootprint(areaTrigger, function(a, id)
if not check and a.Owner == player then
local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", unit, path, { path[1] })[2]
Utils.Do(units, IdleHunt)
check = true
end
end)
end
Tick = function()
if player.HasNoRequiredUnits() then
harkonnen.MarkCompletedObjective(KillOrdos)
@@ -111,12 +90,12 @@ Tick = function()
player.MarkCompletedObjective(KillHarkonnen)
end
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled[harkonnen] then
local units = harkonnen.GetActorsByType("harvester")
if #units > 0 then
HarvesterKilled = false
ProtectHarvester(units[1])
HarvesterKilled[harkonnen] = false
ProtectHarvester(units[1], harkonnen, AttackGroupSize[Difficulty])
end
end
@@ -129,7 +108,9 @@ WorldLoaded = function()
harkonnen = Player.GetPlayer("Harkonnen")
player = Player.GetPlayer("Ordos")
InitObjectives()
InitObjectives(player)
KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
KillHarkonnen = player.AddPrimaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.")
Camera.Position = OConyard.CenterPosition
@@ -137,39 +118,14 @@ WorldLoaded = function()
Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt)
end)
SendHarkonnen()
local path = function() return Utils.Random(HarkonnenPaths) end
local waveCondition = function() return player.IsObjectiveCompleted(KillHarkonnen) end
SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], HarkonnenAttackDelay[Difficulty], path, HarkonnenReinforcements[Difficulty], waveCondition)
ActivateAI()
Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function()
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", OrdosReinforcements, OrdosPath, { OrdosPath[1] })
end)
SendHunters(HarkonnenBaseAreaTrigger, HarkonnenHunters, HarkonnenHunterPath, HuntersSent)
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
KillHarkonnen = player.AddPrimaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.")
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
TriggerCarryallReinforcements(player, harkonnen, HarkonnenBaseAreaTrigger, HarkonnenHunters, HarkonnenHunterPath)
end

View File

@@ -4,7 +4,7 @@ Player:
World:
LuaScript:
Scripts: ordos03a.lua, ordos03a-AI.lua
Scripts: campaign-global.lua, ordos03a.lua, ordos03a-AI.lua
MissionData:
Briefing: The Harkonnen hinder the production of Spice. A Harkonnen attack will disrupt efficient production. Inefficiency cannot be tolerated. The Harkonnen must be eliminated.\n\nNew weapons are available - the Quads. Newer weapons are more powerful. Powerful weapons ensure victory.
BriefingVideo: O_BR03_E.VQA